Class - View Skills#479

0 Gold
Puppet Master
Starting Gear and Passives
Puppet Master's starts with 2 Random Companions.
You starts with 1200 gold
Replace all your Action with 3 Anytime Actions.
Replace all Companion Abilities with Random Class Abilities.
10
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Class Skill#480

0 Gold
Puppet Master
Organized Attack
Send your puppets on an all out attack and have them use all Weapons and Abilities.
5
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Class Skill#481

0 Gold
Puppet Master
Defense Technique Gamma
Have a Puppet come to your aid and have it take an oncoming attack, said Puppet gains a Bonus Action.
3
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Class Skill#482

0 Gold
Puppet Master
Restriction Technique Delta
Send a Puppet to pin an enemy to the Puppets own body said enemy take 4 damage as long as it stays pin to it.
3
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Class Skill#483

0 Gold
Puppet Master
Attack Technique Alpha
Have a Puppet join you to rush an enemy with quick melee attack. Higher Rolls will allow to another puppet join you in said attack.
3
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Class Skill#484

0 Gold
Puppet Master
Overload!
Charge a Puppet with a large surge energy, Doubling its Damage and Current Stamina.
5
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Class Skill#485

0 Gold
Puppet Master
Scatter Omega
Unleash a Frenzy of Puppet parts to attack all foes in a big enough radius for 15 damage. A Critical Success will also restore your Puppets Stamina to full.
5
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Class - View Skills#502

0 Gold
Privateer
Starting Gear and Passives
Privateer's starts with a Cold Steel Dirk and Matchlock Rifle.
Privateer's starts with 2400 gold.
Privateer's can pick 2 abilities from the Swashbuckler or Booty Raider class.
Anytime you get a Treasure Card your whole crew gets one random Treasure card.
5
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Class Skill#503

0 Gold
Privateer
Call to Plunder
Call out to your crew to join you in a full on attack, You and your crew can will now use a melee attack as a Bonus Action attacking all enemies in front of you.
3
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Class Skill#504

0 Gold
Privateer
Starbird Fire!
Give your crew the word to FIRE!!!, You and your crew can use a ranged attack as a Bonus Action
3
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Class Skill#505

0 Gold
Privateer
Brace for Impact
Tell the crew to get ready for the enemies next attack, You and your crew can now use the ability Parry for that turn of combat.
3
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Class Skill#506

0 Gold
Privateer
Rally the Crew
It’s time for you and your crew to stop holding back and to go all out, You and your crew damage is now double for the rest of combat.
5
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Class Skill#507

0 Gold
Privateer
Time for a Shantie Boys
Have your crew sing a catchy Sea Shantie if the GM approves of your crew Shantie the GM will the roll a to see how catchy was the Shantie the enemies will not attack you and your crew because they’ll be too busy singing along, GM will have to roll to have the enemies stop singing.
5
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Class Skill#508

0 Gold
Privateer
Bink's Brew
Take a swig of this special brew to allow your 2 Basic Melee or Ranged Attacks instead of 1. A Critical Success would let you give an ally a swig. A Critical Failure will intoxicate you for rest of combat.
1
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Item#509

1000 Gold
Item
Cold Steel Dirk
Deals 5 damage, Rolling an 18 or Higher give a crew mate a bonus action.
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Class - View Skills#510

0 Gold
Outdoorsmen
Starting Gear and Passives
The Outdoorsmen starts with a Sharpbark Spear, Flatrock Sword or a Logjam Hammer.
The Outdoorsmen starts with 700 gold.
You take 50% less damage by default and you can have a second roll if your first attack missed that round.
But you can only focus on 1 target at a time.
5
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Class Skill#511

0 Gold
Outdoorsmen
Natural Cure
Use your knowledge of plants and herbs to make 3 homemade potions to use on yourself or an ally.
3
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Class Skill#512

0 Gold
Outdoorsmen
Sixth Sense
Your time in woods has sharpen your senses to be able to help you predict an enemies next move.
3
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Class Skill#513

0 Gold
Outdoorsmen
It's My Natural Musk
Unleash natures odor upon yourself, Everyone in a 2x2 radius will have to roll to not throw up.
3
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Class Skill#514

0 Gold
Outdoorsmen
Blood Rage
Throw yourself into a state of pure anger Doubling your Damage and wanting to kill everything in your way. But no longer care for safety of your allies
5
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Class Skill#515

0 Gold
Outdoorsmen
Giant Swing
Bat an enemy way from you with a melee attack knocking them back 5 spaces. A Critical Success will knock them Outta the Ball Park!
3
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Class Skill#516

0 Gold
Outdoorsmen
When Nature Calls
Release a treading roar to call the Beasts that call the area home will come to aid your party. A Critical Success will have said beast join your party as Companions.
5
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Class - View Skills#518

0 Gold
Trickster
Starting Gear and Passives
Trickster's starts with the Thug Kit, Junk Kit, Rune Kit, Student Kit, Homemade Kit or the Mystery Kit
Trickster's starts with 3 I.O.U.'s
At the Start of the Round you use a Trickster ability as Bonus Action even if you don't have that ability
1
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Class Skill#520

0 Gold
Black Mage
Flame Burst
Perform a fire uppercut deals 4 damage. You can pay 2 more stamina to instead create 4 pillars of fire in 3x3 radius hitting all enemies for 6 damage.
1
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